1. MARVEL SNAP
  2. News

MARVEL SNAP News

April 24th - Balance Updates

We’ve got a big update this week! Next Tuesday, Card Acquisition 2.0 is officially here, and with it we finally have the means to give players reliable access to high series Seasonal cards after their release.

Also note that we’ll be skipping our OTA update on May 15th, but will be resuming our normal schedule on May 29th.

With that, we’re going to be rolling out some changes to high series cards that we’ve had our eye on, but were shy about adjusting when players were going to have difficulty acquiring them.

Before that though, on the more business as usual side of things, we’re going to be making some downward adjustments to Sam Wilson and Scream, which have enjoyed continued success over a timeline which we aren’t quite comfortable with, and we’ll be addressing some cards that have come in lower than we would like from our current “What If?” Season.

Finally, we’ll be capping things off with a rework of one of the game’s original cards that doesn’t have much of a home anymore - something that we’ll be striving to do more often.

[h2]Sam Wilson Captain America[/h2]
  • [Old] 2/3 - Game Start: Add Cap's Shield to a random location. Ongoing: You can move Cap's Shield.
  • [Change] 2/3 > 2/2

Sam is a fun and strong card that we’ve avoided nerfing precisely because of how many people enjoy it and the high number of synergies it encourages. That said, the latter component of Sam has contributed to a high degree of ubiquity, with Sam showing up in a wide, wide, variety of decks and has frequently been in the list of top cards played on the ladder.

This combination of factors has resulted in Sam being closer to the “best in slot” 2 Energy card for most decks than would be acceptable over the long term, and as a result we’ll be removing a Power.

We considered cutting a Power from his Shield, but ultimately decided to go with the lighter nerf. A lot of Sam’s impact will still be present from putting him in your deck with his Shield retaining its power, but Sam’s ceiling will now be lower when you draw him and thus are engaging in his movement buffing shenanigans.

[h2]Scream[/h2]
  • [Old] 2/2 - When an enemy card moves, steal 2 Power from it. (once per turn).
  • [Change] 2/2 > 2/1

Like Sam, Scream has been topping our charts for some time now, putting up large and consistent win rates, although with a relatively low play rate. In the interest of more metagame diversity, we’re dinging Scream lightly here to encourage a bit of a mix-up given how long it has been at or near the top.

Some of how light this Scream nerf is related to Sam’s nerf as it is likely that Scream has been keeping in check some of Sam’s total power level. If Sam’s play rate decreases, we suspect that Scream’s win rate will drop some, but the latter has been strong enough for a sustained enough period that we want to take action now. However, we’ll reevaluate if this set of changes don’t land in a spot we’re satisfied with.

[h2]Captain Carter[/h2]
  • [Old] 4/3 - Ongoing: Add this card’s Power to your back-row cards here. (can’t add to itself)
  • [Change] 4/3 > 3/2

Captain Carter has been more difficult to make work than we’d like. A lot of this is related to how forced her play pattern is, given that she needs to be in the front row on turn 4 when played.

This allows players only two turns to develop her location and leverage her synergy as well as provide any necessary points to another location.

In other words, she has a higher opportunity cost than we expected and doesn’t give players enough flexibility on how they get to play the game, which can lead to a disappointing experience.

We’re taking this approach of adjusting her Cost to loosen up her requirements on how you play the game, now affording you a whole additional turn to play your cards in a variety of different ways as well as giving more opportunities to buff her and combine her with cards that might have been too difficult to weave into your curve before.

To get out ahead of the elephant in the room, it is possible that her synergy with Moonstone is too strong for locking down a location, but we thought this was a more fun way to approach the problem by giving players more flexibility rather than adjusting Carter’s Power. We’re excited to see how this goes.

[h2]Infinity Ultron[/h2]
  • [Old] 5/6 - On Reveal: Add 2 of Ultron’s Stones to your hand.
  • [Change] 5/6 > 5/8

Transparently, we missed quite low on Infinity Ultron. Early numbers indicate a buff this large is warranted, and in actuality this is an even larger net points buff (every Power counts for more with Infinity Power Stone and Infinity Reality Stone).

A couple things worth mentioning: We’ve had a large disparity between the strength of 5 Energy cards and other cards near the top of the curve - 4’s and 6’s, that we’re trying to rectify.

Ultron also represents both your turn 5 and 6 plays, which means that his impact needs to be properly calibrated to his level of investment. On the other hand, we don’t want him to be so strong that he can be a one card tool that invalidates other expensive cards and end game packages.

That’s a pretty tough balancing act, and for now we’re starting here with some more power. However, we’re experimenting with more substantial changes to the package internally. This is another advantage of Card Acquisition 2.0 and Snap Packs; players will now have greater access to recently released cards, and we want to ensure more than ever that our cards land in appropriate and fun power bands.

Speaking of CA 2.0, here are some cards we’re buffing with the roll out:

[h2]Toxin[/h2]
  • [Old] 2/1 - On Reveal: Return your other cards here to your hand. +2 Power for each returned.
  • [Change] 2/1 > 2/2


[h2]Peni Parker[/h2]
  • 3/3 - On Reveal: Add SP//dr to your hand. When this merges, you get +1 Energy next turn..
We’re adjusting SP//dr.

SP//dr
  • [Old] 3/3 - On Reveal: Merge with one of your cards here. You can move that card next turn.
  • [Change] 3/3 > 3/4


[h2]Phastos[/h2]
  • [Old] 3/3 - On Reveal: Give each card in your deck -1 Cost or +2 Power.
  • [Change] 3/3 > 3/4

There isn’t too much to call out here specifically. These are all cards that we think are fun and have been underperforming for some time. We’ll continue to be on the lookout for opportunities to raise weaker cards to try to encourage as diverse a metagame as possible as well as making opening packs as exciting as possible.

The one card that folks might be surprised by is Toxin. He has often been a prominent card in various bounce decks, but frankly it's just been a while since those decks have shown up in considerable numbers or strength. We’ve said it before, but it bears repeating, it is important to us that the core archetypes of Marvel Snap remain relevant over time for folks that enjoy them, and we’ll give them gentle nudges when necessary to make those decks interesting and justifiable choices.

[h2]Rhino - We are reworking Rhino[/h2]
  • [Old] 3/3 - On Reveal: Ruin this location.
  • [New] 3/6 - On Reveal: Add a Rock to your side of this location.

Rhino’s original function was largely usurped by cards like Scarlet Witch and Nocturne, meaning he didn’t have a home anymore.

We hope that this design gives new life to the card and offers an interesting game piece - a slightly overstatted card with a drawback that also gives players the opportunity to leverage the Rock in a variety of different ways.

Our goal is to roll out these reworks of cards more frequently than we have in the past.

Finally,

[h2]Unintended Interaction:[/h2]

Toxie Doxie – Will no longer be able to hit skills in your hand.

That’s all for today, we hope you enjoy Card Acquisition 2.0 and happy Snapping!


MARVEL SNAP just got faster. Try High Voltage for a limited time!

The fastest card battler in the multiverse just got faster! Welcome to High Voltage, a brand new way to play Snap! With more cards, more energy, and faster matches you’ll be making plays you’ve never seen before. Let’s take a look! [h2]What is High Voltage? [/h2]High Voltage takes the core rules of Snap and condenses them into three action-packed turns. Each turn gives you more Max Energy, more cards, and huge combos that you previously only dreamt about.There are no cubes or points to lose in High Voltage, so you should always feel encouraged to try and win! There’s no downside to trying out new decks or fun new strategies, so you can build a deck, jump in, and play immediately. Win matches and complete missions to earn Volts, then redeem those Volts for a TOTALLY FREE card. How great is that?!?!? 

April 10th - Balance Updates

In this week's balance update, we'll be weakening Rocket & Groot, redistributing some of the power in the Discard deck by nerfing M.O.D.O.K. while buffing The First Ghost Rider, and making some improvements to Bishop, Devil Dinosaur, Patriot, and Redwing

Let's go ahead and get started.

[h2]Rocket&Groot[/h2]
  • [Old] 3/3 - You can move this once. After your opponent plays a card here, steal 1 Power from it.
  • [Change] 3/3 > 3/2

Ever since their display of prowess at the beginning of Sanctum Showdown, Rocket & Groot have been picking up steam, becoming more ubiquitous as the best curve filler on 3 Energy across a vast array of archetypes.

This is another example of a fun card with incentives that we really like, but it's just a touch too high in total impact on average. The amount of agency that R&G affords can frequently allow skillful play to generate 3 or more triggers, and while that is something we still want to encourage, we don’t want the card to also outshine the average 3 Energy card when you can only manage to pull off 1-2 triggers. As is, even the latter scenarios are translating to too many total functional points, so we’ll be moving them to 3/2.

[h2]M.O.D.O.K.[/h2]
  • [Old] 5/8 - On Reveal: Discard your hand.
  • [Change] 5/8 > 5/7

[h2]The First Ghost Rider[/h2]
  • [Old] 2/5 - On Reveal: Discard the lowest-Power card from your hand. Remove that card’s Power from this..
  • [Change] 2/5 > 2/6

These sets of changes represent a slight tweak in power across the Discard strategies and are somewhat emblematic of a desire continued from last OTA to encourage more diverse discard strategies.

As with our buff to OG Ghost Rider, the hope is that propping up The First Ghost Rider can help to target some more specific Reanimation strategies involving the aforementioned Ghost Rider and Khonshu.

The ding to M.O.D.O.K itself is tricky. He is a powerful enabler that subsidizes many of the Discard payoffs in the game, and he continues to scale in power as the cardpool grows, but we want to make sure he remains a strong component of the strategy given his accessibility. At this time we feel like 8 Power is just a touch too high given the amount of synergy he has with the entirety of the Discard package, basically no matter which portion of it you choose to play.

We’ll keep an eye on M.O.D.O.K,, but for now we like shaking up the distribution of Power in discard but keeping the net points across the Discard deck the same if you’re engaging with a wide swath of cards and incentives.

[h2]Devil Dinosaur[/h2]
  • [Old] 5/3 - Ongoing: +2 Power for each card in your hand.
  • [Change] 5/3 > 5/4

[h2]Bishop[/h2]
  • [Old] 3/1 - After you play a card, this gains +1 Power.
  • [Change] 3/1 > 3/2

Speaking of accessible cards, these are some Series 1 cards that could use a little love. As we often note when buffing starter cards, we both want to make sure they can remain interesting options as Snap’s cardpool grows while also not having too much of an outsized impact on the low collection level metagame. Perhaps this duo can show up in the newer created card decks, or with the just released Kahhori.

[h2]Patriot[/h2]
  • [Old] 3/1 - Ongoing: Your cards with no abilities have +2 Power.
  • [Change] 3/1 > 3/2

Zoo and other token strategies that have leveraged Patriot in the past are either on the decline, or have slowly cut Patriot from their decks. We always want to do our best to make sure that classic beloved Snap strategies can stay justifiable as options for their fans, so we’ll be giving Patriot a Power today in hopes that we can move the needle towards that end.

[h2]Redwing[/h2]
  • [Old] 3/4 - The first time this moves, add a card from your hand to the old location.
  • [Change] 3/4 > 3/5

We’re always on the hunt for giving unique build-arounds to our premier mechanical archetypes, allowing players interesting new options to build decks and hybridize existing strategies. Simultaneously, a card like Redwing does carry inherent risk - naturally, the ability to cheat out a card from your hand is powerful. While Redwing did show up and produce some fun decks in February, it hasn’t been very sticky in the competitive Snap metagame. We feel comfortable giving Redwing an additional power and seeing if that lowers the opportunity cost of putting it in your deck enough to encourage some less all-in strategies leveraging the card than the ones we’ve seen so far.

That’s all for today, happy Snapping!

New Season: What If...?

What If…?


What if the fate of the multiverse rested in your hands? This season, we dive into the infinite possibilities of Marvel’s What If…?, where the smallest change can create a whole new reality. From heroes taking unexpected paths to villains becoming unexpected saviors, nothing is off-limits. Will you embrace the chaos or try to restore order to the timeline? The choice is yours—but remember, in the multiverse, anything is possible.



SEASON PASS

In another timeline, it wasn’t Steve Rogers who received the Super Soldier Serum—it was Peggy Carter. Rising to the challenge, she became Captain Carter, wielding her Union Jack-emblazoned shield with unmatched strength and strategy. A true leader of the multiversal resistance, she stands for justice in any reality.

[h2]NEW CHARACTER: CAPTAIN CARTER[/h2]
Ongoing: Add this card's Power to your back-row cards here. (can't add to itself)

[h2]SEASON REWARDS[/h2]




NEW CHARACTERS!

Hold on… If Peggy takes the serum, what happens to Steve Rogers? He’s still around, but this time in a Stark built prototype suit called the HYDRA STOMPER! It turns out, when you give a scrawny kid from Brooklyn a metal war machine, he still finds a way to join the fight. Some things never change.

[h3]SERIES 5[/h3]
Ongoing: +1 Power for each other Ongoing card you have in play.

[h3]SERIES 5[/h3]
On Reveal: Each card in your hand gives one of your cards in play +1 Power.

[h3]SERIES 5[/h3]
On Reveal: Add 2 of Ultron's Stones to your hand.
 
Ongoing: Your On Reveal abilities here happen twice.
 
On Reveal: Double Infinity Ultron’s Power.
 
On Reveal: Add a Drone here. Set its Power to Infinity Ultron's.
 
On Reveal: For each of your full locations, give one of your cards there +2 Power.
 
On Reveal: Move the lowest-Power enemy card here to the location of Infinity Ultron.
 
On Reveal: Put a card from your hand here.

[h3]SERIES 5[/h3]

Gains +2 Power from merging. End of Turn: Merge one of your created cards into this.

[h3]SERIES 5[/h3]
Ongoing: +1 Power for each time one of your cards moved this game.

Our next character is available exclusively through High Voltage! Dum Dum Dugan can be unlocked by completing missions and winning SUPER fun games. High Voltage will be available starting on April 18th!

[h3]SERIES 4[/h3]
Ongoing: Your front-row cards here have +1 Power. (can't add to itself)

[h2]So, when can you expect new cards in the Token Shop?[/h2]
You can expect new cards to be released weekly - the previous month’s Season Pass Card, Agamotto, will be released as a Series 5 card on April 8th.
  • Apr 1st: Goliath - Series 5 Release
  • Apr 8th: Agamotto - Series 5 Release
  • Apr 8th: Kahhori - Series 5 Release
  • Apr 15th: Infinity Ultron - Series 5 Release
  • Apr 22nd: Strange Supreme - Series 5 Release
  • Apr 24h: Dum Dum Dugan - Series 4 Release
  • Apr 29th: Hydra Stomper  - Series 5 Release

New Series 4 and Series 5 cards appear in the Token Shop and the Spotlight Cache. As you level up your Collection Level, Spotlight Caches become available for you to unlock a Series 4, Series 5 card, Spotlight Variants, and more.



SPOTLIGHT CACHES!


[h3]Apr 1st:[/h3]
  • Goliath
  • Sersi
  • Gwenpool


[h3]Apr 8th:[/h3]
  • Kahhori
  • Cull Obsidian
  • Hydra Bob


[h3]Apr 15th:[/h3]
  • Infinity Ultron
  • Pixie
  • Cannonball


[h3]Apr 22nd:[/h3]
  • Strange Supreme
  • Speed
  • USAgent




NEW LOCATIONS
  • Sakaar Grand Prix: After turn 4, the winner here gets +1 Max Energy.
  • Sanctum Infinitum: Discard a card. Fill this to return it with +5 Power.


High Voltage
April 17th - 24th!
High Voltage is a limited-time mode that makes the world’s fastest collectible card game even faster! In this mode, there’s no snapping, just 3 turns with more energy and more cards to make even BIGGER power swings.

In High Voltage, you will start the game with 2 cards, and draw 2 new cards each round. On each of the 3 turns, you and your opponent will gain the same amount of randomized energy to try and play out your best strategies. And to make sure it stays fast, certain locations and characters will be restricted, so no playing Magik to slow things down!

And don’t forget, playing High Voltage during the event allows you to unlock our newest card, Dum Dum Dugan! The event ends on April 24th at 10:59am PST so don’t miss out or you’ll have to find Dum Dum Dugan in the token shop as a Series 4 card, available on April 24th.



BRAND NEW ALBUMS
Get all new Avatars, Variants, and Emotes by completing two new albums! 


Keep it casual with this new album from Pocket, featuring some of your favorite character’s favorite snacks. Album appearing in the wild starting April 10th!

Collect 2: Howard the Duck - Pocket Avatar
Collect 4: Howard the Duck - Emote
Collect 6: Howard the Duck - Pocket Variant
Collect 8: Collector’s Tokens - 1500 


Dynamic poses? Bold coloring? We are all Ivan Fans. New album drops April 29th.

Collect 3: Galactus - Michal Ivan Avatar
Collect 6: 4 x Matte Red Border
Collect 9: 4000 Collector’s Tokens
Collect 12: Galactus - Michal Ivan Variant



SHOP TAKEOVERS

Fill your Pockets with amazing new variants taking over the shop on April 10th. 


Michal Ivan variants taking over the shop from April 29-30th to fill up the new album!



TWITCH DROPS

Make sure you watch your favorite MARVEL SNAP Twitch streamers to earn Boosters, Credits, and a Premium Mystery Variant! Drops will be available from April 21st-24th. Don’t miss out!
  • Watch 2 hours to earn: 65 Random Boosters
  • Watch 4 hours to earn: 250 Credits
  • Watch 6 hours to earn: 750 Volts




So, will you stand with Captain Carter, power up the Hydra Stomper, or embrace the infinite possibilities of What If…? The Watcher is watching—but the real question is… who watches The Watcher? 

Patch Notes - 1 April, 2025

PLEASE NOTE: If you haven’t updated your game yet, get the latest in the App Store!

Let’s get this out of the way. These are real. No April Fool’s jokes in the sacred grounds of patch notes.

PATCH HIGHLIGHTS


[h2]New Reward Type, Mystery Borders & Premium Mystery Borders[/h2]
These will be a new reward type you will find throughout the game, including in: Season Pass, Login Bonuses, Alliance Rewards, Conquest Shop, and more!

Mystery Borders give you a chance to pull your favorite Rare and Super Rare Neon, Cosmic, and Metallic Borders, while Premium Mystery Borders will guarantee at least a Super Rare Neon, Cosmic or Metallic, plus the chance to pull an UItimate Cosmic Black or Rainbow border.

[h2]Ladder Rank Decay[/h2]
We’ve made some changes to how your ladder rank decays between seasons. You will now lose fewer ranks than before after each season, and you’ll lose fewer ranks the farther you are from Infinite. We want the goal of climbing ranks by making season-over-season progress to be more achievable and we want the experience of skipping a season to be less punishing. Check out the chart below to see how the new rank decay formula works.
  • If you are Infinite rank you’ll go to rank 75
  • If you are between rank 90 and 99 you’ll go to rank 73
  • 80-89 -> 65
  • 70-79 -> 63
  • 60-69 -> 55
  • 53-59 -> 53
  • 1-52 -> No decay


FEATURES


[h2]Unlock Custom Card Improvements[/h2]
  • Players will be able to unlock the Custom Card feature with only one Infinity Split or acquisition of a Collectible Finish or Flare from Character Mastery..


[h2]Mystery & Premium Mystery Borders[/h2]
  • Over time, you’ll find these new reward types throughout the game: Season Pass, Login Bonuses, Alliance Rewards, Conquest Shop, and more!
  • Mystery Borders give you a chance to pull your favorite Rare and Super Rare Neon, Cosmic, and Metallic Borders
  • Premium Mystery Borders will guarantee at least a Super Rare Neon, Cosmic or Metallic, plus the chance to pull an UItimate Cosmic Black or Rainbow border


ART, VISUAL EFFECTS, & AUDIO
  • Laufey now has VFX and SFX


BALANCE UPDATES

The skill card type introduced with Agamotto’s Ancient Arcana uncovered some bugs and inconsistencies in how cards and locations handle their targets leaving play before taking effect. They also added a bunch of points of confusion when cards didn’t indicate that their effects had taken place without a target. So today we’ve added messages to more cards when they can’t take effect, and we’re lining up some functionality to help everyone understand how these things will interact:
  • Cards that are no longer at locations can no longer be destroyed.
  • Effects acting on the next card played, like Negasonic Teenage Warhead or at Castle Zemo, will always be “used up” by a card resolving there (even if it leaves the location before they can affect it).


[h2]CARD UPDATES[/h2]
  • Araña is getting a text-only update to line up her wording with other cards that work the same way.
  • [OLD] 1/2 - Activate: Give the next card you play +1 Power and move it to the right.
  • [NEW] 1/2 - Activate: After you play your next card, give it +1 Power and move it to the right.


[h2]LOCATION UPDATES[/h2]
  • Our Lady of Saints will now merge cards if the last one revealed left the location first (e.g. because it was a skill).


Bug Fixes

[h2]Card & Location Fixes in 39.x[/h2]
  • Playing Moonstone on a location with Thanos' Power Stone should no longer result in an Aw Snap
  • Galacta’s ability should now fire appropriately if she’s forcibly moved on the turn that she's revealed


[h2]Card and Location Art Fixes in 39.x[/h2]
  • Disabled the VFX for Images of Ikonn in order to resolve some associated performance issues
    Once we’ve fixed the underlying performance issue, we’ll re-enable the VFX in a future update
  • Corrected the logo for Bolts of Balthakk
  • Hotel Inferno’s VFX should play appropriately now
  • Yondu’s VFX should play appropriately now
  • Cosmetic flare effects should display as expected when opening and closing the card detail views of multiple cards
  • Khonshu’s VFX should no longer display when the card is facedown
  • The Lemon Art variants should now all have the SNAP magazine print visible on top of the background finishes when split
  • Viper’s He Tianyou variant should now display its finish in the small card view in-game and in the collection
  • Starbrand’s VFX should no longer play on locations when other cards are being staged while Starbrand remains in hand
  • Several cards should no longer see elements along the edges cut off when rotating the card at 3D rarity or higher
  • The First Ghost Rider should now correctly have an empty hand “whiff” VFX
  • Doctor Strange’s VFX should no longer briefly play when there are no valid targets available to move
  • Gyroscope functionality for viewing the parallax effect of cards should be fixed for Android devices
    Note that iOS is only partially fixed as the tilt degree is still restricted more than intended


[h2]Other Fixes in 39.x[/h2]
  • Cards displayed in the Graveyard should once again be accurate to what’s been discarded, destroyed, or banished
  • Addressed an issue that could expose Skill Cards in an opponent’s hand to third party applications
  • Addressed an issue that resulted in some exploitable behavior and weirdness around Gold Pass reward claims for a small number of players
    This was addressed in a server hotfix on the previous version as well.
  • The Custom Card tooltip should display appropriately when clicking on locked custom cards
  • Made a number of small fixes to UI alignment and screen sizing that should ensure that assets extend the full length and width of screens where appropriate
  • Completing an album should no longer occasionally cause an exception to occur
  • Fixed an issue that was causing the player’s currently equipped card back to display as their opponents as well
  • In instances where the seasonal background splash isn’t available, the client should now fall back to a preset background rather than show a black screen
  • Corrected some UI behaviors around the close button for Alliance chat


[h2]PC Fixes in 39.x[/h2]
  • The First Ghost Rider’s VFX should no longer clip along the top of the screen when played on the opponent’s side
  • Iron Lad copying Joaquin Torres' ability should no longer cause residual VFX to display on the far left side of the screen
  • Snap Points icon should no longer be partially transparent on the post match results screen
  • Fixed the clickable area of a handful of buttons on the main menu to better represent the size of the asset


[h2]Localization Fixes in 39.x[/h2]
  • Addressed an issue that was preventing the text for Premium Mystery Variants from displaying in different locations
  • Mastery’s Max Level text should no longer clip into the progression meter while playing in Italian or Russian



Known Issues


[h2]UPCOMING CONTENT[/h2]
  • Sakaar Grand Prix’s effect is not restored after being disabled by Snow Guard Hawk
  • Topaz does not move to the middle location after merging with Hulk Buster


[h2]HIGH[/h2]
  • Suggested Alliances are not being shown when accessing the Alliance UI
  • Avatars are not showing appropriately for other players within the Alliance UI
  • The Infinity Avatar claim animation for winning an Infinity Conquest shows a blank Avatar icon instead of the upgraded one
  • When Ranking up to a new Rank tier, the animation doesn’t take the +3 bonus ranks into consideration and will incorrectly show the player losing ranks (this is visual only)
  • The deck behind the blur element during the Custom Card FTUE can be inadvertently clicked and cause a softlock
  • The Envar Studio Dagger variant has some visual layering issues when upgraded on iOS


[h2]MEDIUM[/h2]
  • Khonshu’s VFX often clip through location and card assets
  • Khonshu’s VFX will overlap awkwardly with the power and energy cost icons of the card if triggered during the Waxing Phase
  • Claim VFX for Mission Rewards are slow to resolve and the floating particle effects may not animate fully
  • The animation of claimed medals after a Conquest battle don’t fully animate
  • The Gold Pass icon is oversized and partially off-screen when viewed in the purchase details view
  • The clickable area of items on the Ranked reward track doesn’t fully extend to the right side of the icons
  • Certain Ongoing VFX associated with particular triggers, such as Captain America, will not turn off when the ability has been disabled
  • Kang’s VFX present an empty black bar along the screen when rewinding the turn
  • The “Back” button of previous UI elements is often visible and interactable in the background of other UI elements
  • [PC] Can tap on elements of the navigation bar through the Missions UI
  • The Envar Studio Elsa Bloodstone variant can have an element extend into and overlap with adjacent cards


[h2]LOW[/h2]
  • The highlighted navigation buttons stop updating appropriately if you manually scroll through the shop
  • A persistent Season XP icon can be seen on the Main Menu after purchasing the Super Premium Season Pass
  • Some inbox reward icons are oversized
  • Premium Mystery Variant icon’s particle effects persist on screen along the header when scrolling through some shops
  • Token icons may display incorrectly in some Shop and Bundle UI
  • The scrim overlaid on the claimed Conquest variant is misaligned
  • The bottom of the Mastery track can scroll and separate from the displayed level icon at the bottom
  • Collection “Sort” and “Filter” buttons can be seen as blurry assets on the Mastery track
  • Mission Refill’s tooltip clips with some of the surrounding UI elements
  • Spotlight token icon for the S4/S5 fallback overlaps other items on the Spotlight Cache
  • “Ping” notifications VFX occasionally clip into other assets on the Collection Track
  • Checkmarks for claimed items on Collection Track occasionally overlap awkwardly with the other icons
  • Some UI elements on the Season Pass scroll unevenly as you scroll through rewards
  • Token icons clip weirdly through the reveal VFX when unlocked
  • The expiration timer of some bundles can extend into other elements of certain bundles in several different languages
  • [PC] Some reward icons overlap awkwardly with other assets on various carousels
  • [PC] Mission text is occasionally scaled incorrectly for the mission banner UI
  • [PC] “Ping” notification rings on the Mystery Border icons are misaligned
  • [PC] Make Me a Deck icon clips awkwardly into the button when hovered over
  • [PC] The background element of some bundles are overly bright on PC
  • [PC] Some UI element hover states can be disabled by clicking and scrolling while hovered over them